Third in a series (of 7) became available this week:
http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-3/
Showing posts with label smoke. Show all posts
Showing posts with label smoke. Show all posts
Wednesday, October 7, 2009
Sunday, August 2, 2009
Fluid Simulation for Video Games, part 2: Fluid Simulation Techniques
The second in a series of articles I wrote for Intel:
http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-2/
...and related videos:
Atomic vortex ring
Cannonball through smoke
Dragons, bunnies and magic
Make sure to watch them in HD!
The third article will include the source code for a complete real-time fluid simulation with two-way fluid-body interaction.
Future articles will refine and speed up that simulation.
http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-2/
...and related videos:
Atomic vortex ring
Cannonball through smoke
Dragons, bunnies and magic
Make sure to watch them in HD!
The third article will include the source code for a complete real-time fluid simulation with two-way fluid-body interaction.
Future articles will refine and speed up that simulation.
Labels:
computational fluid dynamics,
fluid,
smoke,
vortex ring,
vorton
Thursday, July 16, 2009
Fluid Simulation for Video Games, part 1: Introduction to Fluid Dynamics

The first in a series of articles I wrote for Intel:
http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/
...and some delicious videos:
Atomic vortex ring
Cannonball through smoke
Dragons, bunnies and magic
Make sure to watch them in HD!
Labels:
computational fluid dynamics,
fluid,
smoke,
vortex ring,
vorton
Friday, November 14, 2008
Airfoil with lift
Fluid flow past an airfoil.
Any ideas for how to use this in a game?
Maybe a puzzle game where you have to get a paper airplane to strike a target...?
Sunday, July 27, 2008
Vortex splitting

Vortices which separated now spawn new particles, maintaining a contiguous thread of them.
Have a look.
See you at SIGgraph.
Labels:
computational fluid dynamics,
mesmer,
siggraph,
smoke,
vorton
Wednesday, June 25, 2008
Fluid simulation update: SIGgraph 2008 poster
SIGgraph 2008 accepted my poster and I've prepared source material for it. Jon Tran and Todd Deery are working on the actual poster and Jon's first few passes at it look great. I'll provide a link to the PDF when it's ready for public consumption.
Meanwhile here are some new movies.
Meanwhile here are some new movies.
Labels:
computational fluid dynamics,
fluid,
mesmer,
particle system,
siggraph,
smoke,
vortex ring,
vorton
Tuesday, April 29, 2008
Thursday, February 28, 2008
Tree-based far-field interactions
I added tree-based far-field interactions.

I provided two movies: pretty and nifty.


I provided two movies: pretty and nifty.

This diagram tries to explain how the influence algorithm works. Obviously I need to throw more words at that, which of course I will do in the near future. Stay tuned!
Wednesday, November 21, 2007
Merging, lighting and sorting

I added lighting to the fluid simulation.
This version also includes vortex merging and depth sorting so I can crank up the opacity, which makes the smoke look thicker, lets you get away with fewer particles and lets you see the detail more clearly.
Friday, November 16, 2007
Smoke and Mirrors

I found these results mesmerizing and I wondered about the etymology of that word so naturally I looked it up. The word comes from an 18th century French physician named Mesmer who concocted the notion of "animal magnetism" which (he conjectured) involved the flow of a mysterious magnetic fluid that supposedly flows through all beings.
Perhaps I'll name my fluid-like simulation "mesmeric fluid" because both his fluid and mine are fictional but captivating.
Some earlier results:
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